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Learning iPhone Game Development with Cocos2D 3.0

You're reading from   Learning iPhone Game Development with Cocos2D 3.0 Harness the power of Cocos2D to create your own stunning and engaging games for iOS

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Product type Paperback
Published in Jun 2014
Publisher
ISBN-13 9781782160144
Length 434 pages
Edition 1st Edition
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Author (1):
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Kirill Muzykov Kirill Muzykov
Author Profile Icon Kirill Muzykov
Kirill Muzykov
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Toc

Table of Contents (14) Chapters Close

Preface 1. All About Cocos2D FREE CHAPTER 2. Hello Cocos2D 3. Cocos2D – Under the Hood 4. Rendering Sprites 5. Starting the Action 6. Rendering Text 7. Animations and Particle Systems 8. Adding Sound Effects and Music 9. User Interface and Navigation 10. Physics 11. Working with Tile Maps A. Pop Quiz Answers Index

Spritesheets and animation


We've learnt that Cocos2D provides a convenient way to display sprites on the screen using the CCSprite class. However, we must understand that no matter what wrapper classes are provided by the game engine for rendering, they are just hiding all the technical details from us and making our life easier. In the end, it all comes down to interacting with the graphics drivers. In the case of iOS and many other mobile platforms, this means using the OpenGL ES API internally, because this is as close as you can get to the metal.

OpenGL ES is a topic for a separate book, and you don't need to know it to start making games, but there is one aspect that is worth mentioning. When we render sprites using Cocos2D, it is like saying to OpenGL, "hey, we have an image, please draw this whole image in this rectangle area on the screen". Refer to the following screenshot:

Rendering an image to the rectangle area on the screen

Each render of the image takes one call to the OpenGL...

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